niels.ellegaard wrote:Ah, now I get it. Perhaps it would become easier to see if the tree started to blur a little closer to the ground or if the blurry part continued upwards little longer. I think that Crush's tree in the following thread is easier to understand: http://forums.themanaworld.org/viewtopic.php?t=1973.

Perhaps you are correct it might be more effective to just decrease the Opacity (Rather than blur them) as the trees go higher. It might also help reinforce the idea if we included some thinner leafless tree trunks like in this image along side the older ones, and have them both start vanishing at the same height.

Anyway, I will stop here. Good luck with the tileset. It looks great.

You needn't stop your observations are appreciated (even if I do get snippy from time to time)

niels.ellegaard wrote:Ah, now I get it. Perhaps it would become easier to see if the tree started to blur a little closer to the ground or if the blurry part continued upwards little longer. I think that Crush's tree in the following thread is easier to understand: http://forums.themanaworld.org/viewtopic.php?t=1973.

Perhaps you are correct it might be more effective to just decrease the Opacity (Rather than blur them) as the trees go higher. It might also help reinforce the idea if we included some thinner leafless tree trunks like in this image along side the older ones, and have them both start vanishing at the same height.

In this last version it is easy to see what s going on. I like the way that the texture of the trunk continues into the opaque region.

By the way, is it possible to place those trees (or similar ones) so close that they block the way for the players? (I haven't tried, but I have a feeling that it will look somewhat griddy.)

niels.ellegaard wrote:By the way, is it possible to place those trees (or similar ones) so close that they block the way for the players? (I haven't tried, but I have a feeling that it will look somewhat griddy.)

I've poked at making pillars/trees "fade into nothingness" as well, but I'm a little mixed about it. I don't think it really solves the issues with them being tall objects that obstruct things. The idea solution would be some sort of "make stuff partly transparent on the fly" algorithm, like diablo had.